Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company
Michael Ahmadi, Rebecca Eilert, Anne Weibert, Volker Wulf, Nicola Marsden
Abstract
The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.
Ask about this paper
Ask your agent about it.
Lune has read the top-tier papers around this one, so every answer names the papers it rests on.
Your agent calls
Lunesearch_papers
Free to start. No credit card required.
Terminal
Install the CLIlune papers get ac595fe0-ae38-4df6-8ce1-9f277cd2c7feCited by top-tier papers1
Ask how each one uses itRelated papers
- Still an Uphill Journey: Women's Difficulties in Collaborative Gaming EventsLuciana A. Almeida, Mayara Costa Figueiredo, Gisselle Layla Abdon do Vale, Any Caroliny Duarte Batista de Almeida et al.CSCW 2025 · 3 citations
- Unpacking the Influence of Game Jams on Women's CareersLuciana Abdon Almeida, Mayara Costa Figueiredo, Cleidson Ronald Botelho de SouzaCSCW 2026
- Jamming-as-exploration: Creating and Playing Games to Explore Gender IdentityLeya George, Aneesha Singh, Nadia Berthouze, Lorna Hobbs et al.CHI 2023 · 13 citations
- Characterising Gaming Group ExperiencesDaniel Reis, Kathrin Gerling, André RodriguesCHI 2026 · 1 citation
- Engineering gender-inclusivity into software: ten teams' tales from the trenchesClaudia Hilderbrand, Christopher Perdriau, Lara Letaw, Jillian Emard et al.ICSE 2020 · 32 citations
